Build Guide by Jabbawokeetzz
Not Updated For Current Season
Not Updated For Current Season
Hi everyone welcome to my Jungle Rammus guide. First to set some credibility, I am a level 30 player who only plays ranked solo que matches and normal premades. My mains are Malphite and Rammus so I am very experienced in tanking with high damage mitigation, low health pool tanks. I am also decently experienced in jungling as I jungle with many of my champions including Malphite, Rammus, Warwick and Shaco. Rammus is one of the best junglers in the game due to his jungling speed and ganking efficiency and speed. If you played LoL for long enough and got to experience facing against enemy jungling Rammuses you know how frightening it is to see him powerball towards you out of the bushes at 600+ movement speed. This guide is teach you guys who are interested the techniques that I use to jungle Rammus and tank late game team fights. Sorry I am not able to provide any screenshots at the moment of my scores but so far my games with Rammus I have never died more than 5 times, 18+ assists, and 8+ kills in full games with balanced teams. The build that I show here and play is a farming machine and will enable to get most if not all the items recommended by end game. It will also allow you to tank team fights very early in game unlike some other Jungle Rammus builds that are less viable to tank early game/mid game team fights.
- Fast Jungler
- Fearsome ganker
- Good initiator and chaser
- Has taunt
- Farms like a boss
- Annoying as ****
- Easy to learn
- Banned often in ranked matches because QQers think he's OP
- Correct use of Powerball require practice
- Taunting the right champion in teamfights requires vision and awareness
For masteries I go 0/21/9 with the typical jungling set up in the Utility tree. The set up in the defense tree is the standard tank build. Nothing special here.
Greater Mark of Magic Penetration - The reason I chose this for the Marks spot is because all of Rammus' abilities deal magic damage and this will provide extra damage while using his abilites. This is especially helpful during the jungling phase while using Defensive Ball Curl.
Greater Seal of Armor - This Seal is to provide extra survivability during early jungle phase.
Greater Glyph of Cooldown Reduction - The CDR from this glyph is very useful throughout the stages of the game. During Jungling phase this will help you use Defensive Ball Curl more often to take less damage and deal more damage. Late game it can allow you to use Puncturing Taunt more often to render the enemy team, especially nuking casters, useless while your team burst them down.
Greater Quintessence of Health - Pure early game jungling survivability rune.
Always master your ulti first, followed by Defensive Ball Curl or Puncturing Taunt and finally Powerball. Skill sequence when engaging and initiating is as follows: (enemy far away from you) Powerball - charge up for 2 secs before advancing > Puncturing Taunt > Defensive Ball Curl > Tremors, (enemy right next to you) Puncturing Taunt > Defensive Ball Curl > Tremors > Powerball then Puncturing Taunt as they are running away.
Smite - Necessary jungling spell. Self explanatory.
Ghost - Very useful on Rammus as it does stack with Powerball and thus giving you 800+ movement speed out of bushes when ganking and chasing/escaping.
Other Viable Spells:
Flash - Useful on Rammus when you want to skip past the minions in your way when Powerballing in.
Cloth Armor, Health Pot x5 - Standard Jungling stuff.
Ninja Tabi - Ok. I know half of you are thinking why didn't I get Merc Treads since in today's metagame Merc Treads is better than Tabi's. Yes I do know this and I am not being ignorant. The reason for me getting Ninja Tabi first is for financial and ganking reasons. Merc Treads cost 1200g while Tabi's cost 500ish since you already have the cloth armor. By the end of you jungling route you will have around 600g, which means if you go for Merc Treads early you can only get the basic boots while you can finish the full boots if you get Tabi. If you finish the full boots at level 4 and go gank, chances are you will get the kills just because you are ridiculously faster than everyone and they can't run away from you. I rather get that 2 sure kills by level 5 and a few assists rather than wasting your time letting ganks escape just because you are too slow to catch up. Of course I will get Merc Treads late game to tank, but mind you this is early game and speed matters while ganking. In addition, if you are playing with good players in ranked games, you will notice that in team battles your enemies will tend to ignore you and go for your squishies. They won't waste they stun CDs and nukes on a tank as durable as Rammus, so even late game Merc Treads are not as beneficial as you think on a tank than on a carry/squishy.
Sunfire Cape - A lot of health, a lot of armor, cheap. Pretty good first buy right? Well now I am going to convince you why this is one of the best first buys for Rammus. This item's passive along with Defensive Ball Curl and Tremors can turn Rammus into an invincible AoE monster. At level 18, you will be doing 300+ damage per second in teamfights to everyone around you while being an annoying little ***** who won't die and taunting everything that moves. In addition, by level 10 or so you will be able to take down minion waves by yourself in under 3 seconds with Defensive Ball Curl and Tremors active. Talk about a farming and pushing machine.
Thornmail - I usually get this item if the enemy team has a majority of auto attackers. If they are more magic heavy I usually go with Force of Nature and Banshee's Veil if they have magic disablers like Ryze, LeBlanc, Annie, Anivia etc. Thornmail gives you ridiculous amount of armor and it returns 30% of auto attack damage back to the enemy. This plus Defensive Ball Curl, Tremors and Cape will wreck the enemy team if they are auto attacker heavy.
Force of Nature - Pretty straight forward. High Magic Resis and health regen.
Banshee's Veil - Also pretty straight forward, magic resis, health and the most important function is that it will keep you from getting CC'ed early.
Randuin's Omen - Very useful in teamfights especially against an auto attacking team. Everything about this item is amazing and combined with all the other items I mentioned, you will make an auto attacking team completely useless and ensure a victory as long as your teammates are even halfway competent.
Creeping / Jungling
Now lets get to the strategies that I use when jungling Rammus
#1 - Blue Golem. Have your teammates protect you so you won't get ganked at first. Start by activating Defensive Ball Curl, popping a health pot and ONLY attacking the golem. When it gets to smite range smite it and finish off the small lizards. Remember to refresh Defensive Ball Curl whenever it's up. You should level after this camp and put the point into Powerball. Powerball to the next camp, Wolves, and into the middle wolf.
#2 - Wolves. Powerball into the middle wolf and attack the middle wolf with Defensive Ball Curl and Health Pot active. Refresh it whenever it's up. WALK over to the Wraith camp.
#3 - Wraiths. Walk to the middle of the Wraiths, then activate Powerball to hit all of them. Attack the blue wraith with Defensive Ball Curl and a Health Pot active and refresh it whenever its up. Powerball towards Red Lizard.
#4 - Red Lizard. Powerball into the Red Lizard. Activate Defensive Ball curl and pop and Health pot. Refresh Defensive Ball Curl whenever it's up and smite the lizard when it gets in range. Powerball towards lesser golems.
#5 - Lesser Golems. Powerball in, Defensive Ball Curl, Health pot, refresh Ball Curl when up. Recall and get your Ninja Tabi's and go help gank, cover or jungle more.
Here's a video by Stonewall, one of the best junglers in LoL, on how to jungle Rammus:
When you have Sunfire Cape, go into the an enemy minion wave alone, no allied minions, and activate Defensive Ball Curl and Tremors. Stand between the minions and within 3-4 seconds they should all be dead! Easy gold, no risk of staying too long and getting ganked.